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Getting the most out of a druid?
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<blockquote data-quote="DM_Matt" data-source="post: 559329" data-attributes="member: 1213"><p>Druids have a beautifully versatile spell list. they are almost as good at artillery as mages and almost as goos at healing as clerics, and they have some unique abilities of their own.</p><p></p><p>A few specific spells:</p><p></p><p>Animal Friendship - 'nuf said</p><p></p><p>Cure wounds/restorations - a level higher tha nthe clerical versions, but hey, you still can heal well.</p><p></p><p>Charm Person - a mages staple that you too can have. A level higher than for mages, but it also affects animals.</p><p></p><p>Call Lightning - d10 per level and 10 foot radius, but only every 10 mins. you need at least clouds, but you can craete tem easily. If you are outside and its cloudy, its markedly better than a lightning bolt and the same level</p><p></p><p>Heat/Chill Metal - another near exclusive thats often handy</p><p></p><p>Greater Magic Fang - only you can give the party monk enhancement bonuses like all the rst of the fighters.</p><p></p><p>Rusting Grasp - believe it or not, its the only rust spell in the PHB and only you can cast it. It devastates those otherwise nearly invulnerable iron golems.</p><p></p><p>Poison - 1d10con/1d10con a level earlier than a cleric.</p><p></p><p>Scrying - useful, and you get it at L4 like a mage instead of 5 like a cleric</p><p></p><p>Flame Strike - almost as good as fireball. Its a level higher with a worse area of effect, but caps at 15d6 and half the dmg is holy instead of fire</p><p></p><p>Control Winds - great defense against flyers and ships</p><p></p><p>Awaken - nifty and unique</p><p></p><p>Animal Growth - mondo buffing spell for your animal companions</p><p></p><p>Rock to Mud - bye, bye stone buildings</p><p></p><p>Fire Seeds - perphaps the best fire spell in the game.</p><p></p><p>Reincarnation - the lowest level way to revive a character, but risky.</p><p></p><p>When you get L7 spells, you will really start to shine with creeping doom, heal, harm, control weather, sunbeam (save or die for vamps), fire storm, and true seeing</p><p></p><p>Masters of the Wild is full of useful spells, uncliuding druidic fly and teleport spells and LOTS of powerful buffs. </p><p></p><p>Dont bother fighting in wild shape. Use it for utility purposes...instead buff your animal companions and heal and blast. </p><p></p><p>Note that the druids offensive spell-list is very fire-heavy. they rival wizards in their ability to work with fire. Thus, you should get Energy Substitution so that all those powerful fire spells can be powerful cold or sonic spells.</p></blockquote><p></p>
[QUOTE="DM_Matt, post: 559329, member: 1213"] Druids have a beautifully versatile spell list. they are almost as good at artillery as mages and almost as goos at healing as clerics, and they have some unique abilities of their own. A few specific spells: Animal Friendship - 'nuf said Cure wounds/restorations - a level higher tha nthe clerical versions, but hey, you still can heal well. Charm Person - a mages staple that you too can have. A level higher than for mages, but it also affects animals. Call Lightning - d10 per level and 10 foot radius, but only every 10 mins. you need at least clouds, but you can craete tem easily. If you are outside and its cloudy, its markedly better than a lightning bolt and the same level Heat/Chill Metal - another near exclusive thats often handy Greater Magic Fang - only you can give the party monk enhancement bonuses like all the rst of the fighters. Rusting Grasp - believe it or not, its the only rust spell in the PHB and only you can cast it. It devastates those otherwise nearly invulnerable iron golems. Poison - 1d10con/1d10con a level earlier than a cleric. Scrying - useful, and you get it at L4 like a mage instead of 5 like a cleric Flame Strike - almost as good as fireball. Its a level higher with a worse area of effect, but caps at 15d6 and half the dmg is holy instead of fire Control Winds - great defense against flyers and ships Awaken - nifty and unique Animal Growth - mondo buffing spell for your animal companions Rock to Mud - bye, bye stone buildings Fire Seeds - perphaps the best fire spell in the game. Reincarnation - the lowest level way to revive a character, but risky. When you get L7 spells, you will really start to shine with creeping doom, heal, harm, control weather, sunbeam (save or die for vamps), fire storm, and true seeing Masters of the Wild is full of useful spells, uncliuding druidic fly and teleport spells and LOTS of powerful buffs. Dont bother fighting in wild shape. Use it for utility purposes...instead buff your animal companions and heal and blast. Note that the druids offensive spell-list is very fire-heavy. they rival wizards in their ability to work with fire. Thus, you should get Energy Substitution so that all those powerful fire spells can be powerful cold or sonic spells. [/QUOTE]
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